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added links to SRD, light edits
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Nobody the Hobgoblin
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The problem: Overland travel spells and magic items disrupt the value of several fantasy elements that I don't want to sacrifice in a campaign, such as mounts (and the classes that make use of them), vehicles, the vastness and dangers of wilderness, the passage of time as a cost when players are making strategic decisions, and so on. Problem spells in particular include teleportationteleportation, wind walkwind walk and overland flightoverland flight, but there are many more that I may not be aware of.*

My question: How can I preserve these fantasy elements essential to the game-play style I have in mind?

However, classClass balance matters to me: I want to offset the loss of these critical spells by some means. I think Pathfinder does a good job of class balance, and I want to keep it that way.

Do I have to do it the hard way and track down every such spell and ability and ban/nerf them individually? I am hoping there's a higher-level strategy to instead preserve both these elements and these class abilities.

* Combat duration spells like fly or relatively short distance overland spells like tree walk and air walk are not a problem.

The problem: Overland travel spells and magic items disrupt the value of several fantasy elements that I don't want to sacrifice in a campaign, such as mounts (and the classes that make use of them), vehicles, the vastness and dangers of wilderness, the passage of time as a cost when players are making strategic decisions, and so on. Problem spells in particular include teleportation, wind walk and overland flight, but there are many more that I may not be aware of.*

My question: How can I preserve these fantasy elements essential to the game-play style I have in mind?

However, class balance matters to me: I want to offset the loss of these critical spells by some means. I think Pathfinder does a good job of class balance, and I want to keep it that way.

Do I have to do it the hard way and track down every such spell and ability and ban/nerf them individually? I am hoping there's a higher-level strategy to instead preserve both these elements and these class abilities.

* Combat duration spells like fly or relatively short distance overland spells like tree walk and air walk are not a problem.

The problem: Overland travel spells and magic items disrupt the value of several fantasy elements that I don't want to sacrifice in a campaign, such as mounts (and the classes that make use of them), vehicles, the vastness and dangers of wilderness, the passage of time as a cost when players are making strategic decisions, and so on. Problem spells in particular include teleportation, wind walk and overland flight, but there are many more that I may not be aware of.*

My question: How can I preserve these fantasy elements essential to the game-play style I have in mind?

Class balance matters to me: I want to offset the loss of these critical spells by some means. I think Pathfinder does a good job of class balance, and I want to keep it that way.

Do I have to do it the hard way and track down every such spell and ability and ban/nerf them individually? I am hoping there's a higher-level strategy to instead preserve both these elements and these class abilities.

* Combat duration spells like fly or relatively short distance overland spells like tree walk and air walk are not a problem.

Tweeted twitter.com/StackRPG/status/679731940874915840
it's about the PCs (emphasising something a comment misunderstood)
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SevenSidedDie
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How can I preserve medieval transportation tropes for the PCs in a world with travel magic?

The problem: Overland travel spells and magic items disrupt the value of several fantasy elements that I don't want to sacrifice in a campaign, such as mounts (and the classes that make use of them), vehicles, the vastness and dangers of wilderness, the passage of time as a cost when players are making strategic decisions, and so on. Problem spells in particular include teleportation, wind walk and overland flight, but there are many more that I may not be aware of.*

My question: How can I preserve these fantasy elements essential to the campaigngame-play style I have in mind?

However, class balance matters to me: I want to offset the loss of these critical spells by some means. I think Pathfinder does a good job of class balance, and I want to keep it that way.

Do I have to do it the hard way and track down every such spell and ability and ban/nerf them individually? I am hoping there's a higher-level strategy to instead preserve both these elements and these class abilities.

* Combat duration spells like fly or relatively short distance overland spells like tree walk and air walk are not a problem.

How can I preserve medieval transportation tropes in a world with travel magic?

The problem: Overland travel spells and magic items disrupt the value of several fantasy elements that I don't want to sacrifice in a campaign, such as mounts (and the classes that make use of them), vehicles, the vastness and dangers of wilderness, the passage of time as a cost when making strategic decisions, and so on. Problem spells in particular include teleportation, wind walk and overland flight, but there are many more that I may not be aware of.*

My question: How can I preserve these fantasy elements essential to the campaign style I have in mind?

However, class balance matters to me: I want to offset the loss of these critical spells by some means. I think Pathfinder does a good job of class balance, and I want to keep it that way.

Do I have to do it the hard way and track down every such spell and ability and ban/nerf them individually? I am hoping there's a higher-level strategy to instead preserve both these elements and these class abilities.

* Combat duration spells like fly or relatively short distance overland spells like tree walk and air walk are not a problem.

How can I preserve medieval transportation tropes for the PCs in a world with travel magic?

The problem: Overland travel spells and magic items disrupt the value of several fantasy elements that I don't want to sacrifice in a campaign, such as mounts (and the classes that make use of them), vehicles, the vastness and dangers of wilderness, the passage of time as a cost when players are making strategic decisions, and so on. Problem spells in particular include teleportation, wind walk and overland flight, but there are many more that I may not be aware of.*

My question: How can I preserve these fantasy elements essential to the game-play style I have in mind?

However, class balance matters to me: I want to offset the loss of these critical spells by some means. I think Pathfinder does a good job of class balance, and I want to keep it that way.

Do I have to do it the hard way and track down every such spell and ability and ban/nerf them individually? I am hoping there's a higher-level strategy to instead preserve both these elements and these class abilities.

* Combat duration spells like fly or relatively short distance overland spells like tree walk and air walk are not a problem.

Post Reopened by SevenSidedDie
rewrite “my question” part to not assume the answer & also incorporate comment content; rewrite title to match question
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SevenSidedDie
  • 244.5k
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How can I preserve medieval transportation tropes in a world with travel magic?

The problem: Overland travel spells and magic items disrupt the value of several fantasy elements that I don't want to sacrifice in a campaign, such as mounts (and the classes that make use of them), vehicles, the vastness and dangers of wilderness, the passage of time as a cost when making strategic decisions, and so on. Problem spells in particular include teleportation, wind walk and overland flight, but there are many more that I may not be aware of.*

My question: How can I preserve these fantasy elements essential to the campaign style I have in mind?

However, class balance matters to me: I want to offset the loss of these critical spells by some means. I think Pathfinder does a good job of class balance, and I want to keep it that way.

Do I have to do it the hard way and track down every such spell and ability and ban/nerf them individually? I am hoping there's a higher-level strategy to instead preserve both these elements insteadand these class abilities.

* Combat duration spells like fly or relatively short distance overland spells like tree walk and air walk are not a problem.

How can I preserve medieval transportation tropes in a world with magic?

The problem: Overland travel spells and magic items disrupt the value of several fantasy elements that I don't want to sacrifice in a campaign, such as mounts (and the classes that make use of them), vehicles, the vastness and dangers of wilderness, the passage of time as a cost when making strategic decisions, and so on. Problem spells in particular include teleportation, wind walk and overland flight, but there are many more that I may not be aware of.*

My question: How can I preserve these fantasy elements essential to the campaign style I have in mind? Do I have to do it the hard way and track down every such spell and ability and ban/nerf them individually? I am hoping there's a higher-level strategy to preserve these elements instead.

* Combat duration spells like fly or relatively short distance overland spells like tree walk and air walk are not a problem.

How can I preserve medieval transportation tropes in a world with travel magic?

The problem: Overland travel spells and magic items disrupt the value of several fantasy elements that I don't want to sacrifice in a campaign, such as mounts (and the classes that make use of them), vehicles, the vastness and dangers of wilderness, the passage of time as a cost when making strategic decisions, and so on. Problem spells in particular include teleportation, wind walk and overland flight, but there are many more that I may not be aware of.*

My question: How can I preserve these fantasy elements essential to the campaign style I have in mind?

However, class balance matters to me: I want to offset the loss of these critical spells by some means. I think Pathfinder does a good job of class balance, and I want to keep it that way.

Do I have to do it the hard way and track down every such spell and ability and ban/nerf them individually? I am hoping there's a higher-level strategy to instead preserve both these elements and these class abilities.

* Combat duration spells like fly or relatively short distance overland spells like tree walk and air walk are not a problem.

rewrite “my question” part to not assume the answer; rewrite title to match question
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SevenSidedDie
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Question rewritten for clarity of purpose
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Dan Hoyt
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Post Closed as "Needs more focus" by minnmass, Shalvenay, Wibbs, Erik, Miniman
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Dan Hoyt
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